Boxed text gets a lot of hate.
Personally, I like it. When I was starting out, I really had no clear idea of what to tell players and what not to tell players. Figuring out what to present, and how, really threw me off. To this day I still have trouble with knowing how much to say and how to say it without blurting out too much.
I found this nice quote on using Boxed Text in Return to White Plume Mountain:
"Text that appears in shaded boxed is player information, which the DM should read aloud or paraphase when appropriate."
I think that's a good thing to keep in mind. It's not there as prose, it's there as a helpful - you can read it aloud if you're not feeling inspired. You can parphase it if you are. You know nothing in there is stuff you shouldn't say out loud.
These days, I think I'd do a lot better with a few carefully chosen words to riff off of. But one problem when you write adventures is that you need to write equally for the newish GM having trouble explaining details and knowing how to improvise, and for the experienced improvisor. What I'd write for my boxed text key words might not make sense to another person. You need to be complete if you're going to write for everyone . . . and I can see how boxed text came out of that.
I know some people resent having any player-facing information at all, that the GM/DM should just make it all up - but I'm not that sort. I like the stuff, and I like it when the writers remind you it's your tool to use as you will, not a verbatim reading assignment.